[Bloodline: Fate-Breaker] Sharing a Cobbled-Together Bloodline


Homebrew and House Rules


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So in one of my games, I had a Martyred sorcerer because it was great fluff, before realising just how much I hated that bloodline in practice. After talking to the DM, we agreed we would swap the sorcerer's bloodline to a new one. The problem is that none of the bloodlines were a good fit thematically. Anarchic came very close, but it left most of the original Protean powers as-is, which was a problem. So my DM told me he'd be willing to let me refluff whatever needed to refluff, and replace some of the Protean abilities with stuff from other bloodlines.

And so is born the Fate-Breaker bloodline. I consider it to be an "intensified" version of the Anarchic wildblooded bloodline.

~*~*~*~*~

Fate-Breaker

You tore out the power in your blood in defiance of fate, the gods and anyone who would try to control you. In its place, a new power was born, a power that comes from your will to fight, to defy, to break the chains of fate.

Class Skill: Knowledge (planes).

Bonus Spells: entropic shield (3rd), blur (5th), gaseous form (7th), confusion (9th), break enchantment (11th), disintegrate (13th), spell turning (15th), greater spell absorption (17th), mage's disjunction (19th).

Bonus Feats: Agile Maneuvers, Defensive Combat Training, Disruptive Spell, Iron Will, Improved Iron Will, Skill Focus (Use Magic Device), Spell Focus, Toughness.

Bloodline Arcana: Whenever you fail a concentration check to cast a spell, a cantrip effect is created. Randomly determine one of your cantrips known (for example, if you know 6 cantrips, roll 1d6). There is a 50% chance this cantrip affects a target of your choice within 60 feet; otherwise it affects you.

Challenge the Fates (Sp): At 1st level, you can use your supernatural defiance to hijack the fate of a single target within 30 feet. For 1 round, the target becomes confused and cannot directly control its actions (Will negates). Once a creature has been affected by challenge the fates, it is immune to the ability's effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Cha modifier.

Wild Feedback (Su): At 3rd level, when you successfully dispel or counterspell an opponent’s spell, the caster (if it is within 100 feet) takes 1d6 points of damage +1 per level of the spell affected.

Where They Dare Not Tread (Sp): At 9th level, you can surround yourself with a mobile, 10-foot-radius emanation of mutable reality. This rippling distortion is similar to solid fog but does not provide concealment or block line of sight. Your movement is not slowed by this aura. Attacks from outside the aura suffer a 20% miss chance against targets inside the aura. You may use this ability a number of rounds per day equal to your sorcerer level, though this duration need not be continuous.

Scorn the Boundaries (Sp): At 15th level, once per day, you can unravel the fibers of reality and ride along them as they snap back into place. This power functions as dimension door, while also creating a mass of long sepia-toned arms centered on your former location (treat as the spell black tentacles, made to look as the grasping hands of fate that seek to punish you for your transgressions). Both of these effects use your sorcerer level as the caster level. At 20th level, you can use this ability twice per day.

Master of my Own Fate (Su): At 20th level, your soul becomes a shining beacon of defiance. You gain DR 10/cold iron (if you already have DR/cold iron, instead it increases by 10) and immunity to curses, paralysis, and sleep. You can always act in the surprise round of combat, and you cannot be caught flat-footed. You gain unlimited uses of your challenge the fates ability.

~*~*~*~*~

Figured I'd share it with the messageboard, since it fits a very common archetype, and since it's more of a rearrangement than a true homebrew, it may be more easy to accept by DMs.

Comments welcome!

Scarab Sages

There might be a couple things I'd have done differently, but I think it's great!

I think I'd replace gaseous form and mage's disjunction with something else for those levels - off the top of my head, fly and wish sound fitting.

I'd also replace blur and greater spell absorption, since they both come on the heels of very similar spells.

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